As opposed to other career options, game designing is an option which seems to be growing steadily. The reason attributed to this growth is the surge in the demand for game developers that can develop new console games and games for computers and mobiles. However, as there are game designers in demand, so is the competition in the market? Game designers have to be really good to make a mark. They try to be as creative as they can be and put in things that sometimes do not come out as well as conceptualized. Sniper Games 365 is an example of one of such development. Here are the ten common mistakes that game designers make:

Lack of Research: this is the prime mistake made by game designers as they do not keep the sentiments of the market in mind when designing games. Research is very important to know the demand of the market. Lack of research would limit the thinking capability of game designers as they would not be able to think beyond the usual.

Repetitions or Sequels: another common mistake made by game designers is that focus more on making similar types of games or sequels to the games that already exist in the market. While releasing sequels is liked, it does not mean that game developers should not look for newer avenues of game designing.

Highly Complex games: sometimes game designers feel that making a game highly complex or difficult would be fun. True, players love challenges in their game, but it should not be to a certain extent that repeated failure in the completion of the task due to the complexity of the game, frustrates the player and he or she turns away.

Provision to save the game missing: some game designers do not feel the need to put some provision to save the game at the current level being played. There may be a time when the players need to take a short break but cannot do so without losing the level that they might have reached after much toil and hours of play. Designers should think that players need to save their game so that they may continue it in the next session. Not providing for this turns away the players.

Withholding information: some game designers do not provide enough information on the progress of play. Players need information at vital points so that they may prepare future moves. However, designers withhold information and do not provide enough clues and information that may help a player advance in the game.

Lack of Recognition and Reward: Players are looking to get recognized or rewarded when they achieve a complex target in the game. However, not providing for rewards and recognition like bonus life, special powers or additional ammo turns away the players.

Scenes that cannot be skipped: there are chances that players like a certain game and after one session, they return to play it again. However, game designers make the mistake of not making the introduction, tutorials, help and other scenes as avoidable. Nevertheless, having to read them again and again irks the players and they may turn away.

Putting limitations on Players: game designers make the mistake of putting arbitrary limitations on the way players play the game. Instead the game should allow the players to go back any time and start game from the point they wish to.

Incomprehensible puzzles: game designers often make the mistake of designing games that are totally incomprehensible. There seems to be no way out to exit the game or if it does exist, it is from a place that is hardly visible.

Change the gameplay style: often games reach a point after which the gameplay changes entirely. This is frustrating for the players as they reach that point after much contention. Suddenly points or powers earned are not useful at all. This mistake too can cost a player.